29#define BUF_INSTANCE DRW_shgroup_call_buffer_instance
31 for (
int i = 0; i < 2; i++) {
50 mul_v3_v3fl(data->mat[0], ob->object_to_world().ptr()[0], radius / 0.05f);
51 mul_v3_v3fl(data->mat[1], ob->object_to_world().ptr()[1], radius / 0.05f);
52 mul_v3_v3fl(data->mat[2], ob->object_to_world().ptr()[2], radius / 0.05f);
73 select_id = ob->
runtime->select_id;
77 const bool is_selected = (ml->flag &
SELECT) != 0;
78 const bool is_scale_radius = (ml->flag &
MB_SCALE_RAD) != 0;
85 color = (is_selected && is_scale_radius) ? col_radius_select : col_radius;
92 color = (is_selected && !is_scale_radius) ? col_stiffness_select : col_stiffness;
General operations, lookup, etc. for blender objects.
#define LISTBASE_FOREACH(type, var, list)
void mul_v3_m4v3(float r[3], const float mat[4][4], const float vec[3])
MINLINE void mul_v3_v3fl(float r[3], const float a[3], float f)
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a color
struct GPUShader GPUShader
blender::gpu::Batch * DRW_cache_bone_point_wire_outline_get()
int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
const DRWContextState * DRW_context_state_get()
bool DRW_state_is_select()
DRWShadingGroup * DRW_shgroup_create(GPUShader *shader, DRWPass *pass)
void DRW_buffer_add_entry_struct(DRWCallBuffer *callbuf, const void *data)
void DRW_draw_pass(DRWPass *pass)
void DRW_select_load_id(uint id)
@ DRW_STATE_IN_FRONT_SELECT
@ DRW_STATE_DEPTH_LESS_EQUAL
draw_view in_light_buf[] float
void OVERLAY_bone_instance_data_set_color(BoneInstanceData *data, const float bone_color[4])
GPUShader * OVERLAY_shader_armature_sphere(bool use_outline)
OVERLAY_InstanceFormats * OVERLAY_shader_instance_formats_get()
GPUUniformBuf * block_ubo
float4 color_mball_radius
float4 color_mball_stiffness
float4 color_mball_stiffness_select
float4 color_mball_radius_select
OVERLAY_StorageList * stl
struct OVERLAY_PrivateData::@236 mball
DRWCallBuffer * handle[2]
ObjectRuntimeHandle * runtime